Thursday, July 23, 2009

Infinite Space Anime Episode 2

Sega has released the second Anime episode, of Platinum games upcoming game, Infinite Space.




UK PSN Update 23/07/09

PS3 Games
Shatter [£4.79]
Final Fantasy Crystal Defenders [£7.99]
WipEout HD – Fury Expansion [£7.99]
Killzone 2 – Napalm & Cordite Pack [£4.79]
Killzone 2 – Map Pack Bundle [£9.99]
High Velocity Bowling – Route 66 Americana Ball Pack [£0.79]
High Velocity Bowling – 4th of July Americana Ball Pack [£0.79]
Dynasty Warriors 6 – Additional Music Set 2 [Free]
Tiger Woods PGA Tour 10 – Baniff Springs [£4.79]
Overlord II – Battle Rock Nemesis [£3.19]

Demo's
Final Fantasy Crystal Defenders

Guitar Hero - World Tour
Vagrant Track Pack [£4.39]
“All The World is Mad” by Thrice [£1.59]
“The Martyr” by Senses Fail [£1.59]
“Young Cardinals” by Alexisonfire [£1.59]
“Guitar Hero: On Tour Modern hits Theme” S.U.P.R.A.H.U.M.A.N [free]

Rock Band
Kings of Leon Pack 01 [£2.49]
“Crawl” by Kings of Leon [£0.99]
“Molly's Chambers” by Kings of Leon [£0.99]
“Sex On Fire” by Kings of Leon [£0.99]
Rancid Pack 01 [£2.49]
“Last One To Die” by TRancid [£0.99]
“Ruby Soho” by Rancid [£0.99]
“Time Bomb” by Rancid [£0.99]
Rise Against Pack 1 [£2.49]
“Prayer Of The Refugee” by Rise Against [£0.99]
“Re-Education (Through Labor)” by Rise Against [£0.99]
“Saviour” by Rise Against [£0.99]
“Sweetness And Light” by Lush [£0.99]

Videos
Killzone 2 – Napalm & Cordite Pack
MAG – Developer Diary, A Massive War Is Coming
MAG – Developer Diary, The Shadow Wars

Wallpaper
NONE

Theme
NONE

PS1 Classic
NONE

PSP
Dynasty Warriors StrikeForce 2 – Download Pack 3 [free]
Rock Band Unplugged - “Casey Jones” by Greatful Dead [£0.99]
Rock Band Unplugged - “The Boys Are Back In Town (live)” by Thin Lizzie [£0.99]


Battlefield 1943 Breaks Download Only Sales Records


EA Has annoucned that Battlefield 1943 has broken Download Only records on Xbox Live Arcade and American Playstation Network for day 1 sales and also week 1 sales. with PSn and XBLA combined, the game has sold over 600,000 copies.

Press Release

STOCKHOLM --(Business Wire)-- Jul 23, 2009 DICE, an Electronic Arts Inc. (NASDAQ:ERTS) studio, today announced that Battlefield 1943™ is the fastest selling day one and week one download-only game worldwide on Xbox LIVE™ Marketplace. It is also the fastest selling day one and week one download-only game on the PlayStation®Network in North America. Overall since its launch on July 8th, Battlefield 1943 has sold over 600,000 copies on Xbox LIVE Marketplace and the PlayStation Network.

“We are honoured by the reception that the game has received so far,” says Gordon Van Dyke, Producer on Battlefield 1943. “Watching and participating in this non-stop multiplayer action has been a real treat for us and we can’t believe how fast our fans reached 43 million kills. We can now truly say that we have set a new standard for what can be done in the downloadable games category and gamers recognize the endless value that Battlefield 1943 provides for just $15.”

Battlefield 1943 is an award-winning First-Person Shooter multiplayer game that G4tv.com says is “…a steal. Great sound, great graphics, great fun, and great price.” IGN even says that “Battlefield 1943 is an impressive package that sets a new standard for digital titles.”

Battlefield 1943 is an all-new download-only multiplayer action game that brings DICE’s first-class WWII action to gamers. The game introduces two thrilling modes where 24 players can compete across four classic WWII Battlefield maps: Wake Island, Guadalcanal, Iwo Jima and Coral Sea. These maps are inspired by the award winning Battlefield 1942™ game, and have been redesigned and reengineered from the ground up using the DICE Frostbite™ engine allowing players to wreak havoc and destruction via land, sea or air.

After the worldwide community challenge officially began on Friday, July 10 at 19:43 CET, the Coral Sea map is now unlocked for both the Xbox LIVE and PlayStation communities. The Xbox LIVE community reached the goal of 43 million kills in just 5 days, with the PlayStation community hitting the mark in 8 days.
Battlefield 1943 is now available on Xbox LIVE Marketplace and the PlayStation Network for 1200 MS Points or $15. Gamers who already played the trial and their time expired can access the free 30-minute trial version again on both Xbox Live and the PlayStation Network as of July 18.
For more information on Battlefield 1943 please visit www.battlefield1943.com. Follow us on Twitter at http://twitter.com/OfficialBF1943.

About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EATM, EA SPORTSTM, EA MobileTM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

EA, EA SPORTS, EA Mobile and POGO are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Battlefield 1943, Battlefield 1942 and Frostbite are trademarks or registered trademarks of EA Digital Illusions CE AB. “PlayStation” and “PLAYSTATION” are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox and Xbox LIVE are trademarks of the Microsoft group of companies and are used under license from Microsoft.


Trailer For Iron Man 2 Game

This is the new trailer for the upcoming Movie Tie-In Iron Man 2 game.





Disney Interactive Studios Announce Alice In Wonderland Movie Tie-Ins

Disney Interactive Stuidos have announced a Alice in Wonderland Movie Tie-In game. the game will come out on the Nintendo Wii, Nintendo DS and PC.
The Nintendo Wii and PC versions follow the storyline of the movie. you have to carefully select the characters needed to defeat the enemies the Red Queen sends to get you. the game has a upgradable combat system and "Impossible Ideas" which can be collected to replay levels and unlock Underlands secrets.
The Nintendo DS version has a unique art style, a special playable character, and unique character abilities. The Nintendo DSi camera will be used to detect colours and unlock content, and when it's all over you can connect with other DSi users and unlock more stuff in their games.
iPhone/iTouch applications will be developed and, like the games, are set for release the same week as the movie.


Press Release

BURBANK, Calif. --(Business Wire)-- Jul 23, 2009 As Tim Burton and Lewis Carroll fans become curiouser and curiouser (Carroll, 1865) about Walt Disney Pictures’ upcoming “Alice in Wonderland” film, Disney Interactive Studios today announced development of video game adaptations of the beloved story. The video games, inspired by Tim Burton’s highly anticipated film starring Johnny Depp, Anne Hathaway, Helena Bonham Carter and Mia Wasikowska as Alice, find Alice several years after the original “Alice’s Adventures in Wonderland” and “Through the Looking Glass” stories. Alice in Wonderland for Wii™, Nintendo DS™ and Windows-based PC takes players on a topsy-turvy and immersive journey in Underland as Alice finds herself in a world of illusion and magic where nothing is quite like it seems. Alongside her endearing friends – Mad Hatter, March Hare, Cheshire Cat and White Rabbit – players aid Alice to defeat the Red Queen and Jabberwocky. Alice in Wonderland mobile games will begin launching later this year.

"These games fully capture the magnificent and whimsical world of Underland while experiencing key moments from the film,” said Craig Relyea, senior vice president of global marketing, Disney Interactive Studios. “More than just a retelling of the movie, Alice in Wonderland introduces fans to an entirely new style of innovative gameplay designed to challenge the puzzle solving skills of older players while making the adventures accessible and enjoyable for the younger crowd. Innovative gameplay and distinct artistic styles on each platform give players a range of unique and engaging experiences."

Alice in Wonderland allows players to guide, protect and aid Alice as she journeys through the world of Underland while unraveling the game’s many twisted mysteries. Along the way, players call on a diverse and unique cast of characters such as the Mad Hatter and Cheshire Cat who each have unique abilities to help evade traps and solve challenging puzzles. The Mad Hatter can help Alice alter her perception of Underland and take advantage of optical illusions to open up places in the world the player alone would not have noticed. Meanwhile, the Cheshire Cat can use his ability to make himself and objects appear and disappear helping Alice through this strange world. Players must choose wisely when using each of the characters’ powers and combine the abilities to solve more complex puzzles.

The Wii and PC versions follow the film’s epic storyline and introduce new fiction and locations. With an upgradeable combat system, players collect “impossible ideas” to replay levels and unlock Underland’s secrets. Players must carefully select the supporting characters and their abilities to defeat the numerous enemies set forth by the Red Queen and her army of cards, destroy the Jabberwocky and restore Underland back into Wonderland.

The Nintendo DS version will introduce a new twist as players guide Alice alongside her diverse and enduring friends to combat the legions of the Red Queen’s Army. Creating their own path through Underland using an oracle, players lead, protect and help Alice on her quest. The DS version features an innovative art style unique to the platform, a playable character not seen on the home console version, and unique character abilities similar to those of the Wii and PC versions. DSi players will use the system’s camera to detect colors mapped to unlockable content when tasks are completed. Also included in the DS version is DGamer, the online community exclusive to Disney gamers on Nintendo DS, allowing players to connect with others and unlock additional items in their DS game.

Developed by Etranges Libellules in France, Alice in Wonderland will be available for Wii, Nintendo DS and Windows-based PC with the same week as the film release in early 2010.
Disney Interactive Studios will also release iPhone and iTouch applications for the franchise. A promo application will release in December, 2009 with the full game releasing next year. Alice in Wonderland: The Mobile Game will take you on an upside-down, inside-out adventure on your phone. The whole world is a puzzle and players must twist and turn their iPhone to have Alice make it through Wonderland safely. Also available on Java/Brew, Android and RIM February 2010.

About the Movie
From Walt Disney Pictures and visionary director Tim Burton comes an epic 3D fantasy adventure ALICE IN WONDERLAND, a magical and imaginative twist on some of the most beloved stories of all time. JOHNNY DEPP stars as the Mad Hatter and MIA WASIKOWSKA as 19-year-old Alice, who returns to the whimsical world she first encountered as a young girl, reuniting with her childhood friends: the White Rabbit, Tweedledee and Tweedledum, the Dormouse, the Caterpillar, the Cheshire Cat, and of course, the Mad Hatter. Alice embarks on a fantastical journey to find her true destiny and end the Red Queen’s reign of terror. The all-star cast also includes ANNE HATHAWAY, HELENA BONHAM CARTER and CRISPIN GLOVER.
Capturing the wonder of Lewis Carroll’s beloved “Alice’s Adventures in Wonderland” (1865) and “Through the Looking-Glass” (1871) with stunning, avant-garde visuals and the most charismatic characters in literary history, ALICE IN WONDERLAND comes to the big screen in Disney Digital 3D™ on March 5, 2010.

About Disney Interactive Studios
Disney Interactive Studios, part of Disney Interactive Media Group, is the interactive entertainment affiliate of The Walt Disney Company (NYSE:DIS). Disney Interactive Studios self publishes and distributes a broad portfolio of multi-platform video games, mobile games and interactive entertainment worldwide. The company also licenses properties and works directly with other interactive game publishers to bring products for all ages to market. Disney Interactive Studios is based in Glendale, California, and has internal development studios around the world. For more information, log on to http://www.disneyinteractivestudios.com.
© Disney. Release dates, platform availability, and/or visuals shown are of product currently in development and may be subject to change.

Re-Cap of Yesterdays News (oldest to newest)





Wednesday, July 22, 2009

New FIFA 10 Developer Blog, Responding To Community Feedback.


The latest FIFA 10 developer blog looks at how they respond to feedback and what changes have been made.

Forums are a good place to find ideas, complaints and suggestions. they do stress that some issues cannot be fixed in one game cycle, which means not all problems are fixed, but by using forums they can see what pressing issues can be fixed before the next game is released. for FIFA 10, one of the biggest issues that they managed to fix was that Goalkeepers couldn't get cards in FIFA 09, now they can.
Forums can be limiting, players don't have the newest code/build of the game, so another way they get feedback is to bring players to their studios to try out the new code and comment.

One possible game breaking issue was that the midfield could be useless if you had a fast striker and a good through ball. as this was unbalancing the game offline and online, they have worked to resolve the issue. Defenders got better AI, dribbling speed was reduced, and goalkeepers now quickly try to reduce the angle when such a ball comes through.
A list of changes made, from feedback, for FIFA 10 are:
  • Ability to change kick taker on set pieces
  • Ability to move the wall
  • Preventing goals being scored from kick-off
  • Making offsides less frequent and improving our advantage logic
  • Quick Free Kicks
  • Fewer ‘cut scenes’ replaced by on-the-field player reactions
  • ‘Super Long Throws’ – Players like Rory Delap will be able to throw the ball into the heart of the box from afar
  • New ‘Ball Avoidance’ logic so teammates and the referee will get out of the way of passes and shots
  • And many more!

Developer Blog

FIFA 10 – Blog 3
Gameplay Producer Blog – Responding to Community Feedback

Before becoming part of the FIFA Development team, I was a FIFA fan for as long as I can remember. Growing up in Bogota, Colombia, I bought a copy of FIFA 96 when I was about 13 years old, and have played every subsequent title since. Back then I played countless hours of FIFA on the only desktop computer we had at the house. Unfortunately, it was in my sister’s room…I don’t think she likes FIFA very much.

Each FIFA title has given me innumerable moments of joy and football glory, accompanied by numerous pet peeves that frustrated my gaming experience – I mean, why does my defender stop on through balls? And why does the CPU always score the same goal? And why is it so easy for me to score the same goal over and over again?

When I joined the FIFA team as a Gameplay Producer for Xbox 360 and PS3 in 2007, I was glad to find out that part of my job consisted of visiting the forums and other online sites in order to find out what was frustrating FIFA gamers around the world. For FIFA 10, making sure we responded to fan feedback was paramount. From fixing bugs and exploits to refining and innovating in response to requests from fans, we have involved the community in our attempt to make the best football game ever.

The Value of Feedback
The forums are full of really good ideas and suggestions. The true value of feedback, however, lies not in these original ideas, but rather in helping us realize what the most important things for the community are. In other words, I think we are very good at knowing what is wrong with the game and what we need to do to improve it. Unfortunately, we cannot fix everything in one (or several!) production cycles. Knowing what the most pressing and important issues are for our fans helps us prioritize the countless things we want to fix.

For example, we’ve always known that the Goalkeeper could not get sent off in FIFA 09. Ever since I joined the team, we’ve wanted to fix this. However, technical difficulties made fixing this trivial problem anything but simple. We knew the problem was there, we wanted to fix it, but we never thought it was important enough to merit the several days of production time it required. Then, a few months following the release of FIFA 09, I kept running into more and more people upset about the Goalkeeper being impervious to cards. They argued, quite rightly, that it was unrealistic and it rendered the backup Goalkeepers useless. Late in the production cycle, I decided to investigate what it would take to fix it. I got the different game areas together – one of the challenges for this feature is that it requires rendering, front end, audio, and gameplay support – and set out a plan to implement it. A couple of weeks later, I was happy to go on the forums and let everyone know that in FIFA 10, the Goalkeeper will be able to get red carded. Had it not been for the community feedback, it is unlikely this feature would have made it into FIFA 10. Now everyone will have to think twice before leaving the keeper out of the lineup!

It’s not just about the forums
We take a proactive approach when it comes to getting feedback on our game. The forums are extremely important, but the feedback we find there is limited to the title we already released. Just as critical is getting fans to play the most up-to-date version of FIFA. To do this, we find several people from around the world who love football video games to come to our studio in Vancouver, BC and play the latest version of the game – the one with the latest code, features, game modes, etc. We do this several times during the production cycle, and not just in Vancouver but also in EA offices overseas. As a Gameplay Producer, I play FIFA every day to make sure we deliver against the vision set out for the game. However, when you play the game every day it is easy to lose perspective on how it is changing – how different it is from the previous iteration and whether we are on the right track. These ‘playtests’ give us a valuable opportunity not just to ask specific questions and get feedback on new features, but also to make sure our fans are excited about the direction we are taking FIFA in year after year.

So what can you expect in FIFA 10?
Along with innovating and refining our game, responding to feedback from the community was one of the paramount goals for FIFA 10. We will never be able to address all of the issues in any given year, but I think we took great strides in getting rid of some of the frustrations expressed by the community.

One such frustration that I wanted to make sure we addressed this year is how easy it is in FIFA 09 to play through balls for your fast striker to run onto and get a one-one-one with the goalkeeper. Lots of people on the forums were complaining that there was no need for midfield build-up play and that teams with strong and fast strikers had too big of an advantage – a problem that made online games very one-dimensional, as there seem to be no way of defending against the through balls. I am South American, so I’m all about midfield build-up! Remember Carlos Valderrama? Oh, how I miss him…

For FIFA 10, we have spent a significant amount of time addressing issues like this one in order to ship a game as balanced as possible. For this particular case, some of the improvements we made to fix the problem included: tuning our covering and positioning logic so that defenders can be in a better position to cope with ground and lofted through balls; we slowed down the dribblers’ speed a bit more when they touch the ball while dribbling so fast defenders will be able to catch up to dribblers more often (it makes sense, since you cannot sprint as fast off the ball as you would if you have to be taking consecutive dribble touches!); and we improved the Goalkeepers’ positioning and behavior during breakaways so they narrow down the angle better during one-on-ones.

There are many more examples like this one that illustrate how important it has been for us this year to use the feedback from the community in our development of FIFA 10. As I mentioned earlier, it is not just about fixing bugs and exploits. It is also about responding to requests. We have gone through countless forum threads, and many of the requests we have found there will be addressed in FIFA 10. Perhaps one of the best examples is that we will include a Practice Mode this year. Using the Back/Select button from the 1 on 1 arena, you’ll be able to bring up a menu allowing you to choose to play a practice match or set pieces, as well as the number of players you want on the field. You asked for it, you got it!

I should wrap this up now, but I will leave you with a taste of some of the other Gameplay features that will be in FIFA 10 as a result of feedback from the community.
Ability to change kick taker on set pieces

Ability to move the wall

Preventing goals being scored from kick-off

Making offsides less frequent and improving our advantage logic

Quick Free Kicks

Fewer ‘cut scenes’ replaced by on-the-field player reactions

‘Super Long Throws’ – Players like Rory Delap will be able to throw the ball into the heart of the box from afar

New ‘Ball Avoidance’ logic so teammates and the referee will get out of the way of passes and shots

And many more!

I hope you enjoy playing FIFA 10 as much as I did making it. Looking forward to visiting the forums and getting your feedback – keep it coming!

Santiago Jaramillo
Gameplay Producer
FIFA10 – Xbox 360, PS3